The question of subjectivity has always been central to philosophy, but with the advent of digital technologies, new frameworks for understanding the self have emerged. One particularly intriguing challenge comes from gaming perspectives: can a second-person perspective exist within a video game? This is not merely a technical or artistic question; it is a deep philosophical problem concerning self-awareness, agency, and the nature of observation. Traditional gaming perspectives fall into first-person, where the player experiences the world directly through a character’s eyes, or third-person, where they observe the character from an external viewpoint. The second-person perspective, by contrast, presents a paradox. In linguistics, the second person refers to “you,” implying direct address and interaction, but when translated into gaming, this creates an epistemological and ontological tension: who is the observer, and who is being observed? This paper argues that a sustained second-person perspective in gaming is impossible, not merely for technical reasons but because it contradicts the fundamental structures of human subjectivity. This small research project also functions as a supplementary exploration alongside my MA thesis on human embodiment, which is why I find Varela, Husserl, and Merleau-Ponty particularly compelling in their examination of this subject.
- Quote paper
- Narmin Khalilova (Author), 2025, The Death of God. Why a Second-Person Gaming Perspective Is Not Possible, Munich, GRIN Verlag, https://www.hausarbeiten.de/document/1573296